What gives 5% critical hit chance and 50% critical damage?

What gives 5% critical hit chance and 50% critical damage? - Man in White Suit Jacket Sitting Beside Brown Wooden Table

I did not have anything equipped:

Screenshot showing the character stat details and inventory

But I still had 5% critical hit chance and 50% critical damage. What causes this?

Update: Broken Promises

@Aequitas, @Chippies: 5% CHC means 1 of 20 hits is critical. And this means 3 of 4 times one will get the 3 seconds. Being able to do 2 attacks per second means that you have less than 6 successful hits, probably 4. The bottom line is for more than 5 non critical hits one will get less than 5 critical hits. And this equals to less than 50% CHC, which is almost the same as putting CHC on every item. And this means the ring is nice but not exceptional. If it would be possible to get 0% CHC, the ring would be exceptional, because then it would be possible to get more than 50% CHC overall.






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What items increase critical hit ratio?

Critical HitsNameEffectLansat BerryA Poffin ingredient. If held by a Pok\xe9mon, it raises its critical-hit ratio in a pinch.Razor ClawRaises chances of landing a Critical Hit. Evolves Sneasel into Weavile at Night.Scope LensIncreases chances of landing a Critical Hit

How do you increase your critical hit chance?

The chance of causing a critical hit can be modified by using items that increase the critical hit level....The Quarry - The Loop.LevelPercentageMoves212.5%Moves with an increased critical hit rate: Slash, Stone Edge etc. or regular moves in combination with a Super Luck or with the Razor Claw or Scope Lens held.3 more rows

What is better critical damage or critical chance?

Crit chance means the Percentage of critical hit. Like 20% critical hit means you will get 1 critical in 5 basic attack or skill. There is a chance. Critical damage means the damage of critical.

How are critical hits calculated?

From Generation VI onward, a critical hit deals 1.5 times the normal damage. In Generation II only, this is done by doubling the user's level during damage calculation; from Generation III onward, the damage is multiplied directly.




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